Post-Tomb of Annihilation/Pre-Curse of Strahd

Post-Tomb of Annihilation/Pre-Curse of Strahd

Omu: the Lost City in their past, Curse of Strahd in their future.

Back from thwarting Acererak (but not facing him directly), the Outlands Expeditions Team returns to Sigil in the midst of the 1000 Faces Festival. Music and dancing in the streets at all hours…

Silver Sword/Lich Queen line separator

I did a few things with the Facebook group to get some details and flesh some things out. I made a poll with a bunch of masks for characters to wear during the festival. Some chose from the choices, others made up their own.

And I asked questions to get into the spirit of heading to the Demi-Plane of Dread.

Jusko – Your family’s ancestral lands neighbored ancient Barovia. What was the Hajek family’s relationship to the cursed von Zarovich clan?

Helewyn – How do you (or your Goddess) feel about lycanthropes who change shape with the full moon?

Kuru – What do you remember of the nomadic Vistani people who would stay for a season near the shire you where you were raised and trade with your family?

Trundle – What was Trundle’s first brush with the darker parts of the forest, where sun never penetrates the canopy and fell beasts hunt the weak?

Bugwump – What had you uncovered about the Demi-Plane of Dread when you were an Arch-Mage?

Failed Soldier – What does your religion’s parables say about the First Vampire, Strahd, a great warrior whose fell deeds drew the attention of fell powers?

Not everyone answers but the answers I get I use. It led to a good discussion about the Vistani and not wanting to punch down in our depiction of them. Those who didn’t answer in type I’ll ask “face to face” over Zoom at the next game; I forgot to do so tonight.

Basic, ask questions and use the answers stuff but having a digital home for the game makes asking the questions easy.

Outlands Expedition Team, Deputized by the Lady of Pain, Clerk Ward, Sigil
  • Trundle got into the spirit of things, wearing a Devil mask and doing a public carving celebrating their last adventure, carving a triptych of hobbits upon dinosaurs out of a piece of wood the size of an elephant.

  • Anthony described Kuru wearing a kind of rosary beads that Vistani would recognize. I told him that in Barovia the gods are Mother Night and the Morning Lord. Perhaps the beads are Mother Night’s stars. He met an old woman and had his fortune read. I dropped some game details as per the module.

  • Kuru specifically asked about allies, which is part of the fortune telling in the book. I offered a few – a Mad Mage near Mount Bartok, an undead knight in his old order’s keep and the people they would meet upon arriving, could be allies, if any survived. “Your arrival will be covered in blood. I doubt any will survive.”

  • Bugwump took what the woman said very seriously, having known about the Demi-Plane of Dread from his Arch-Mage days. He sought out an arcane historian and learned that Strahd was the First Vampire and is a capable wizard in his own right. He also learned that Strahd seeks out Tatyanna because she is a capable Planar Arcanist who could help him escape his prison.

  • Kuru visited the tenement building the Vistani were staying with in Sigil and learned that *DUN DUN DUN* /dramatic music Mother Eva had been dead for a week! He had been visited by her spirit. It was a nice way to wrap up a low-key game.

I’m looking forward to getting into Ravenloft just as Autumn approaches. Our next game isn’t for 2 weeks, a friend at the table pointed out that we’d be heading to Ravenloft as Halloween approaches, which is fun.

As we approach Ravenloft, this shirt seems relevant. Check out this design and more at this link.

https://shopofjudd.threadless.com/designs/goth-af

Tomb of Annihilation: Chultan Skies

“Find out why this lich is breaking death on this back-water prime world.”

The group is flying south, following the souls of their first guides, found out to be Zhent spies, being sucked southward by the Soulmonger, Azererak’s creation. A gnome with tech gear allows them to track the spirits.

Activate Indiana Jones travel-red-line!

They are flying on pterodactyls, their guide is a merchant prince’s sister, Tefnek. I rolled a herd of pegasi and so she followed them to a safe valley.

“Pegasi are a safe bet; I like to follow them to find a good place to camp for the night. This valley is solid – a pack of t-rexes cover the southern entrance and some ancient ward I didn’t see on the way in must cover the north.

“In a few days we’ll reach The Heart of Ubtao, a holy site of floating earth where priests once went to have visions. It might be an auspicious place to keep tracking the path the souls are taking.”

Because the FB event needed a cover.

https://shopofjudd.threadless.com/designs/thursday-night-delving-club

Made a t-shirt for the Thursday night D&D group.

Outlands Expedition Team

Outlands Expedition Team

Outlands Expedition Team, Deputized by the Lady of Pain, Clerk Ward, Sigil

The Lady of Pain expends most of her energies making sure no one attempts to gain power within Sigil. She has spies and allies in the Outlands and beyond, making sure the planes do not become imbalanced in a way that could spill out across creation and endanger her home – the City of Doors, where gods are banned from entry.

The Outlands Expedition Teams were put together as a way to counter those imbalances and forge friends between Sigil to the planes. When the teams return to Sigil, they sit in a forum, held in a plaza near the community where they live and discuss the outcome of the mission. This allows the community to interrogate the teams their taxed gold supports and allows the varied

Teams are called upon to think outside the box and adapt their approach based on the mission-at-hand but often, an approach rises to the surface.

Team Types

Mazers | A team brought out of the Labyrinth, serving the rest of their sentence in service to the city that imprisoned them.

Spies and Diplomats | Sometimes a more subtle and nuanced approach is necessary.

Watchdogs | Other times you have to cut off the arm to save the body.

Scouts | Some places are so dangerous all the team can do is look, assess and report back.

Scholars and Librarians | The planes, its inhabitants and the way they evolve need to be catalogued.

Mercantile Opportunists | Others see the planar scales as nothing but a way to make some gold.


O.E.T. Perks

Lifestyle

As long as you find your way back to Sigil, you can live a modest lifestyle for free. Your housing is paid for by the city and no one in the City of Doors would force an Expeditioner to pay for a meal or a cup of tea.


Known

In Sigil, if you make a CHA check to find someone, you always roll with Advantage. You are well known in the City of Doors. This Advantage also applies on a mission if the city officials have had time to put assets in place to support the team.


Diversity

Before a mission, city officials will ask anyone who has lived near or studied the forces at work. The team will have access to people who have on-the-ground knowledge of the forces causing or effected by the imbalance.


Gear

Specialty gear can be asked for to help support a mission. Time is often of the the utmost importance but Sigil is a good place to find things.


Portals

The City of Doors has doorways to everywhere and anywhere if you know the right key that opens the right portal. It might take some doing but if an Expeditioner needs to get somewhere, they should be able to get there or somewhere near it if they are willing to get the right elements necessary to make the key the portal demands.


O.E.T. Contact

City Clerk | Official, a bit cold and businesslike but also staking their career on this team’s success or failure.

Retired Expeditioner | Someone who once went out and get things done in the trenches; often opinionated on the best approach for a given mission.

Faction Leader | A philosopher who wants to see their faction’s point of view reflected across the planes.

Labyrinth Priest | A minotaur priest who worships the labryinth, an idea that our choices ring out across the planes and sustain reality.

Box | A Rogue Modron, still dedicated to order and setting the planes just so.

Cynic | They have been in Sigil too long and only see the problems, none of the beauty. Will likely be adopting a doomful philosophy.


Team Roles

Those who try to find a pattern to find the best paths of life and fate that make for a successful Expeditioner or what blend of people from what backgrounds makes for a good team have come up with nothing concrete just yet. Still, factions will argue about it in cafes and taverns all over Sigil.

Basher | Folk Hero, Knight, Marine, Mercenary Veteran, Soldier

Spellslinger | Investigator, Noble, Urchin, Sage, Hermit

Spiv | Charlatan, Criminal, Spy, Gambler, Pirate

Primer | Entertainer, Far Traveler, Folk Hero, Outlander

Kneeler | Acolyte, Cloistered Scholar, Urchin, Sailor, Sage

Greybeard | Archeologist, Cloistered Scholar, Haunted One, Sage, Noble


Academy Quests

No single d6 table will show the breadth and width of the many kinds of imbalances in the Outlands and beyond.

For more on this, check out this blog post if you’d like to see how I do it.

Inspirational Tables for your own Githyanki Invasion at the Dungeon Master’s Guild

https://www.dmsguild.com/product/356828/Silver-Swords-of-the-Lich-Queen-Inspirational-Tables-for-a-Githyanki-Invasion

Silver Swords of the Lich Queen: Inspirational Tables for a Githyanki Invasion

Check out my Inspirational Tables helping you say cool shit when depicting a Githyanki Invasion.

Table of Contents / Page 1 Table of Contents and Using this Supplement / Page 2 Githyanki Invasion Encounters / Page 3 Local LEaders’ REactions to Githyanki Invaders / Page 4 What do Githyanki Want around here? / Page 5 What is creating tensions among invading GIthyanki? / Page 6 What are the dragon-riders fighting? Winning? / Page 7 What did soldiers leave behind? Githyanki Reaction / Page 8 Githyanki Name Generator / Page 9 Githyanki Logistics / Page 10 Arcana Check and History Check / Page 11 Blank d6&6 Table HAlf Page / Blank d6 Table / Page 12 Blank 2d6 Reaction Table and Fast Githyanki Names / Page 13 Blank 2d6 + 1d6 Table / Page 14 Blank 2d6 Table / Page 15

The Godroads

A few years ago I wrote some notes in a notebook about the Godroads. They were pathways from shrines to temples to cathedrals taken by the gods. Whispered prayers could be heard on the wind. In the D&D houserules-turned-game I had notes on how players could become deities and the Godroads would be available to them. I think of this project as:

Project Ampersand / House-ruled and Homebrewed, because I got emblem templates today and got excited about using them.

In our last session, the players were tasked with stopping a feud between a trio of gods, the last survivors from a dying world. Their characters were caught in a battle between a toad-wizard-god and a bandit-god. They killed one another; the players helped them along.

Jesse is playing a corpseflea, a nifty and delightfully strange heritage from Five Torches Deep’s Origins sourcebook. We skipped a week and so I totally forget that last game, Jesse told me that he was going to transfer into the body of the dead bandit-god.

Holy shit. As they left the Portal Town of Xaos, Jesse’s character noticed a portal that had not been there, behind the traveler’s shrines on the way into town. And so the players discovered the Godroads.

Baska’s elf’-barbarian navigated the roads through faith to her moon goddess.

When it became clear that the Mists of Ravenloft were infiltrating the Faery party the players were looking after in an attempt to snatch the sun and world being born (the party was celebrating the birth) the players talked to the party’s host. With the Fey Queen’s permission, they took the stone and the sword that represented the sun and world being born and headed into the Godroads, Demi-Plane of Dread hot on their heels. That is where the game ended.

I thought about what might live in this place, what the ecology of a place so alien might look like. I don’t need to create a whole eco-system but I wanted the encounter tables to hint at such a thing.

I like having this written up a week before the game. Having these to daydream on allows me to use them as more of a menu. I can roll when I want a surprise and choose when I have an idea. There is an eco-system inferred here. I think there were griffons once upon a time but they were domesticated and so now the manticore are running a bit rampant. Angels probably get together with paladins and sphinx and go Manticore hunting from time to time to clear the roads up.

Are unicorns and manticores and sphinx bog-standard D&D monsters? Yes, absolutely but I’m hoping but jamming them together into a series of secret roadways used by gods will give them new context. If I want to spice them up I can add a little planar conditioning and roll on the table below to see which plane(s) have had an effect on this particular herd or pride.

I need to re-write these tables. The icons with 3 d6’s confuses folks who think they have to roll 3d6, instead of rolling 2d6, one white and one black.

The group was sent to the Labyrinth for 15 years by the Lady of Pain. Teo asked a really interesting question, asking the players if they thought it was a fair sentence based on their crimes. During that fascinating conversation I found out that the Frog-kin wizard, Bugwump, was far more powerful a wizard before being sentenced.

When I rolled an Arch-mage encounter, I asked John about Bugwump’s rivals and Cret, lizard-person/saurian arch-mage was born. I role-played him as cloying fake and the players hated him right away. Kuru, the hobbit thief, cut past his wards with his magic knife and stole some books from Cret’s camp. His black robes have twinkling stars on them and every so often a shooting star launches across his arcane raiment.

Now we have a new rival, Arch-mage Cret, Saurian Wizard, and his apprentices.

They never saw the manticore but did see an angel fly overhead, delivering a message from some deity. I’m thrilled the Godroads made it out from the notebook to the table. I hope we get to learn more about them.

https://shopofjudd.threadless.com/collections/tabletop-role-playing-games

Find this design and more in the Tabletop Role-Playing Game collection…

Thursday Night Delving Club t-shirt

At the start of the pandemic, a little more than a year ago, my friend, Anthony was feeling sick. It turned out to just be a cold but we didn’t know that. We were scared. I asked him if I could grab some groceries for him and leave them on his porch or get something from the pharmacy. He didn’t need any of that.

“Could you run a game?”

“Fuck yeah, I can.”

We’ve been gaming strong for more than a year now and this t-shirt celebrates that.

100% or the proceeds generated by this shirt go to Stop AAPI Hate (and Threadless throws in a few more bucks). We love the idea of our geekery and friendship somehow, in some way, making the world a better place. After the brutal hate crime last week our Asian siblings, friends and colleagues in the hobby, have had a brutal week after a particularly brutal year. It is nice to use our creativity to support them in some small way.

All of the items in this story go to wonderful charities.

LINK TO SHIRT

Feuding Gods in the Portal City of Xaos

I grabbed my tables and rolled some dice.

Water

Huh, Limbo.

Feuding Gods…now we’re talking.

I wrote down Water, Chaos of Limbo, Feuding Deities. I wrote down Lake Monastery and crossed it out. Then I thought about it a while and got excited about Xaos, the Portal City between the Outlands and Limbo. In the process of thinking about that, I forgot about the water aspect of this roll, which is just fine.

In the end, the players had to head to Xaos, a Portal City on the edge of the Outlands to end a God-Feud that was ripping the town apart.

  • Feuding Gods
  • Elemental Chaos
  • Githzerai Monks
  • Chaos Worshippers on Pilgrimage to look upon Limbo

Alright, let’s put these pieces together.

Taking a cue from Trophy Gold Incursions I’m going to break the Portal Town into sets. This is helpful to me because structure is helpful, especially with an idea as big as Gods Feuding in a Portal Town between the Outlands and the Elemental Plane of Chaos.

Front Gate, Portal Platform, Bell-Tower, Shrine-Town

Front Gate is built under a cyclopean statue of the ancient hero-saint Gith, cross-legged, meditating upon a sword, a broken chain and the elements.

  • Crow’s Cages
  • Githzerai Guards

Portal Platform has Githzerai with long polearms to keep out any chaos monsters that might spill forth from the gate. They are milling about but always with one eye on the portal, ready to spring into action.

  • Chaos Pilgrims
  • Githzerai Monks

The Bell-Tower is where the Abbot of the monastery lives and studies. The bell is only rung when something comes through the gate.

  • The Abbot’s Library – lots of planar theory about law and chaos, meditations on hierarchy, why the fist is more potent to the sword, martial arts manuals
  • The Bell of Chains – yes, it is made of melted chains from their days as Illithid Thralls.

Shrine-town is a ramshackle town where the chaos pilgrims stay.

  • The Eight-Pointed Star is the lone inn with shrines to Arioch and other Chaos Saints.
  • Squats – none really own land here, folks stay in the shacks here for as long as they need to and move on when they are ready.

One of my favorite parts of Trophy Gold adventure’s format is moments. Little things for the players to see, little things for the GM to say when there is a lull.

Front Gate Moments

Crow caged prisoner asks for water (Githyanki, Illithid and one other. to be determined at the moment or randomly..)

Monk meditates on four elements rotating around his head, changing the nature of each; she will talk about nature of the planes if folks want to chat about philosophy

Portal Platform Moments

Guards tell anyone coming too close to be careful but don’t hold anyone back CHAOS REIGNS

Chaos Pilgrims look upon the Chaos of Limbo, weeping on their knees

Fallen Paladin looking upon chaos; he came here to throw his broken sword into Limbo itself

The Bell-Tower Moments

The Abbot meditating upon the nature of lava.

The room, silent and inviting, only a sleeping crystal bat and Limbo’s portal lighting your way.

Shrine-town Moments

Chaos pilgrims debating hierarchies and their place in Law and Chaos…

But what do they DO?

They track down gods.

During the first session I had 3 player characters, so I based the gods roughly and loosely on them.

The Bandit God, The Hanged Man, the Road Agent

  • Escape, Ambush, Criminal Recruitment

The Sorcerer God, the Wizard-Toad, The Blesser of Towers

  • Spells, Lore, Towers

The Elder Ring, Dryad Crone, The Holy Willow

  • Roots, Seeds, Secrets

The first game was travel and getting used to the area. The second game I started with a bang. The Bandit God mugged one of the players at knifepoint while the kids of the town were watching a puppet show about Gith liberating her people from the cruel Illithid.

I decided the gods were weak and had trouble healing. They’d have 4d10 hit points and powers that went with their spheres of influences.

The Toad-Wizard-God tossed an acidic mist spell into the plaza, trying to kill the Bandit God and a brutal battle followed. I liked it. I haven’t run a good D&D combat in a long while and this one was fun.

At the end of the game, the players were gathered around Trundle as he tried to destroy the stone that had done the first murder in the gods’ dead world. It was a brutal death artifact. The Elder Ring approached. I rolled an encounter table and rolled a 10 – considers offers/leaves. She was not willing to jump them; they were right in front of the portal to Limbo. She asked them to give the stone to her. They refused.

She nodded and walked away.

On the Bingo XP table, I covered, Players make an enemy and told them I did so. There’s an angry tree goddess from a dead world pissed at them.

Cool.

Next game the players are heading to a party in Faery. Dark Powers are afoot. I won’t tell you what I rolled but I’ll post the notes just like this once I’m done.

Should be fun.

If you liked the blog post above you might like the pdf linked below with inspirational tables to support a DM running a Githyanki Invasion.

Not Random but Inspirational

The players are an Outland Exhibition Team (O.E.T.) operating out of Sigil. O.E.T.’s are city-funded adventuring parties that head out into the Outlands and restore balance to situations that arise there. When they return they sit down with the community where they live and discuss the philosophical and moral implications of their choices.

“I just want to point out that outsiders entering a community to restore some idea of balance is colonial nonsense that is harmful to the world.”

“Do you attend every O.E.T. community discussion to say this?”

“Yes, I do.”

“Fair enough. So noted…”

I rolled up the adventure and mapped out an outline using the Trophy Gold incursion structure (more on that in a future blog post). The players were heading to Xaos, Portal City between the Outlands and the Ever-changing Chaos of Limbo to stop a god-feud happening there. Gods from a dead Prime Material World were feuding and causing problems.

I decided that there was a rival group of assassins known as the God-killers on their way to Xaos to kill the feuding gods. I wasn’t sure of much else about them. Would they get there first or show up later to heighten the tension? Not sure.

I rolled on the Encounter Table for their first day of travel.

Lost Souls…Dead Adventurers. I think my encounter just told me that the God-killers are dead.

INTERESTING. I did not see that coming.

The gods heard about them and panicked. They set aside their differences for a bit, made sure they were killed and then went back to their in-fighting. If the players find out that they set aside their differences once, they can figure out how to get them to do it again.

It also was a nice way of giving an info dump because assassins who call themselves the God-killers definitely did their homework.

One of the God-killers was a Tiefling and asked Kuru the Halfling Thief to burn some incense at the shrine to Asmodeus back in Sigil. Love it.

For the next day, I rolled a 12.

DRAGON. Whoa.

On the third d6 I got a 6. The dragon is taking treasure. Cool. But from who? I rolled again. I could’ve chosen but I was curious to see what the table would say.

Merchants. Makes sense. More simple than a dragon mugging an angel but sometimes simple is good.

I described the players arriving to a one-inn town with a merchant caravan leaving as a thunderstorm began. The players noticed right away and asked the inn-keeper why they were leaving into a storm. She told them that the caravan had a delivery that was time sensitive (what was that about? I’m still not sure and I’m not sure I ever will be) and so they left despite her warnings. She said that the storm wasn’t natural and they were leaving into doomful circumstances.

The next morning as the players were leaving, lightning-scorched survivors from the caravan were in the common room, talking about how they survived a dragon attack the night before. The blue dragon had attacked the caravan and pillaged its treasures before flying away.

I decided the rest of the journey went by without a hitch. I roll every day or two of travel.

Why did I roll these encounters? There weren’t any fights.

That is okay. Friendly and neutral encounters are fine. We’re into our third session. It fleshes out the world. I get to learn about what the characters are like.

The players could’ve gone after the caravan and talked them into staying. They could’ve decided to hunt the blue dragon. For now it is just color.

Sometimes I roll. Sometimes I choose. Sometimes they players sprint headlong into a brewing situation that has nothing to do with the oncoming adventure. Sometimes they hang back and smoke a pipe in the rain, under the eaves of the inn. Sometimes the players’ actions make something on (or off) the table obvious, so the encounter for that day is taken care of. Sometimes they get the jump on the encounter and other times they encounter will get the jump on them. It all depends on the circumstances and what the fiction demands.

I’m not calling them random encounter tables anymore. They’re Inspirational Encounter Tables.

I wrote up 2 pdf’s with Inspirational Tables in them. Please check out Silver Swords of the Lich Queen or Raven Queen vs. the Ghoul King to see more.

https://www.dmsguild.com/browse.php?author=Judd%20Karlman

Tenser’s Steed, a fun moment

During last week’s game I rolled up Godless Pilgrims (see Tables for the Outlands) and it led to some really fun role-playing opportunities. The corpseflea Cleric of Death is working on saying Last Rites to the pilgrim’s dead world. Good times.

I decided the pilgrims should have hired guards; the Outlands are dangerous after all. I decided they were holy knights…but from which deity?

I rolled 2d6.

Ioun.

Wait, who?

Holy Arcane Knights with their magical tomes chained to their breast plates and long riding lances.

“And they’re riding…not horses…something cooler…I…maybe…”

“Tenser’s Discs,” Andrew said.

“Oh hell yeah. The discs are bent in the middle so you can throw a saddle over them.”

This led to a conversation between the frog-kid wizard, Bugwump and the Holy Arcane Knights of Ioun about how they cast magic from arcane runes that render living spells into their brains while the frog-kin purposefully mutate a gland to channel their arcane might. The channeling arcane might through a gland was all Bugwump’s player, John, bringing in the awesome world-building from his character’s point of view.

Now we’ve got Holy Arcane Knights who ride magical discs and their goddess’ library-cathedral, frog-people who cast magic through a gland.

I wanted something happening in the background, so I decided that the arcane knights had scouts checking the perimeter. I rolled on the 2d6+1d6 encounter table and got Githyanki who were hunting down some Githzerai but there was so much going on I forgot to use it.


https://shopofjudd.threadless.com/designs/black-lotus-dispensary-no-haga-for-slayers

Revisiting Planescape

I’m running a Planescape game tonight using the Bingo XP Variant and Five Torches Deep and here’s what I sent to the players and a Portal move inspired by AW: Burned Over.

I have no idea if tonight’s game is going to work. It has been a minute since I’ve played a d20 D&Dish game. We’ll see! Thank you for giving this a shot with me.

Planescape was this cool setting where the game implied in the boxed set was this city at the center of all worlds and the players take part in these oddly philosophical factions as they venture out into the Outlands and adventure. The adventures in the Outlands were supposed to ripple out into the rest of the planes of reality.

Made by me with Affinity Design, inspired by the map from the 3E Manual of the Planes Outlands map by Todd Gamble

It seemed to me that NO ONE PLAYED IT THIS WAY. Everyone was excited by this city and ended up being a bodyguard for a dwarf crime lord with fire for hair or doing security for an ogre opera house. I dig that but I’ve done my faction-minded fantasy crime saga stuff already. So, I’m trying to play it this way. – into the Outlands.

When folks go out into the Outlands in our game everyone knows. Word gets out. It is DANGEROUS out there. You could get dragged to hell – literally dragged to hell. In our game there is no money nor fame to be made in Sigil. Real fortune is made in the Outlands (and of course we’ll visit Hells or Heavens or Elemental Planes of Fire as needed). The cool thing about Sigil, the City of Doors, is that you can get anywhere from here. If you are interested in a world you learn about on your adventures, opening a gate is something anyone can do if they are willing to expend the will and time to do so.

When you get back from your adventure the philosophical factions will gather in a plaza near where you live and debate your actions with you. No judgment, just a spirited debate on how this made the planes better or worse. It is a big event. Everyone gets dressed up.

But first an adventure…

Thank you for playing.

Image by Peter H from Pixabay

When you want to find a portal to another world, sit down with your friends and figure out everything you all know about this place and how you learned it. Consider your sources. If anyone you know might know more, invite them to this palaver.

Names, anything made in that place. Lay it all out on the table. Where in the planes are you guessing this place might be? Make a map of the planes as you understand it and put your guess on the map.

NOTE: I’m not saying sit down and make up a place. I’m saying you must’ve heard of this place in-game. Sit down and discuss that before heading through the portal to otherwhere.

What do you have that could be a key to this place?

The DM will saying, “Sure, you could try to get there but…”

  • your guess as to where this place is in the planes is a little off, you’ll end up somewhere dangerous but nearby
  • you need more lore about this place, you’ve heard X knows about this or has info on it
  • you need an item/spell/artifact made from this place, in the Outlands, there is a place that you can get more
  • you need more items made from this place, it is going to cost you a devil’s ransom in gold
  • someone else in Sigil or beyond wants to go there too and you’ll need to pool your resources to open the portal

Inspired by Tinkering in AW Burned Over by Meguey and Vincent Baker et al.

I’ve got an adventure outline, taking what I’ve learned from a year of Trophy Gold incursions, written by me, written by others, adapted from modules and turn it towards Outlands adventures.

Incursions for Trophy Gold? Here ya go.

What the eff is Trophy Gold? We’ve got a podcast all about that.